187 lines
4.7 KiB
C++
187 lines
4.7 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "UIScene_Intro.h"
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UIScene_Intro::UIScene_Intro(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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m_bIgnoreNavigate = false;
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m_bAnimationEnded = false;
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bool bSkipESRB = false;
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bool bChina = false;
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
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bSkipESRB = app.GetProductSKU() != e_sku_SCEA;
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#elif defined(_XBOX) || defined(_DURANGO)
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bSkipESRB = !ProfileManager.LocaleIsUSorCanada();
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#endif
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#ifdef _DURANGO
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bChina = ProfileManager.LocaleIsChina();
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#endif
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// 4J Stu - These map to values in the Actionscript
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#ifdef _WINDOWS64
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int platformIdx = 0;
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#elif defined(_XBOX)
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int platformIdx = 1;
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#elif defined(_DURANGO)
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int platformIdx = 2;
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#elif defined(__PS3__)
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int platformIdx = 3;
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#elif defined(__ORBIS__)
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int platformIdx = 4;
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#elif defined(__PSVITA__)
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int platformIdx = 5;
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#endif
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IggyDataValue result;
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IggyDataValue value[3];
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value[0].type = IGGY_DATATYPE_number;
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value[0].number = platformIdx;
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value[1].type = IGGY_DATATYPE_boolean;
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value[1].boolval = bChina?true:bSkipESRB;
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value[2].type = IGGY_DATATYPE_boolean;
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value[2].boolval = bChina;
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IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetIntroPlatform , 3 , value );
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#ifdef __PSVITA__
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// initialise vita touch controls with ids
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m_TouchToSkip.init(0);
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#endif
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}
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wstring UIScene_Intro::getMoviePath()
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{
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return L"Intro";
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}
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void UIScene_Intro::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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switch(key)
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{
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case ACTION_MENU_OK:
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#ifdef __ORBIS__
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case ACTION_MENU_TOUCHPAD_PRESS:
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#endif
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if(!m_bIgnoreNavigate)
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{
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m_bIgnoreNavigate = true;
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//ui.NavigateToHomeMenu();
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#if defined(__PS3__) || defined(__ORBIS__) || defined (__PSVITA__)
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// has the user seen the EULA already ? We need their options file loaded for this
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C4JStorage::eOptionsCallback eStatus=app.GetOptionsCallbackStatus(0);
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switch(eStatus)
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{
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case C4JStorage::eOptions_Callback_Read:
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case C4JStorage::eOptions_Callback_Read_FileNotFound:
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// we've either read it, or it wasn't found
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#if 0
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if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0)
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{
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ui.NavigateToScene(0,eUIScene_EULA);
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}
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else
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#endif
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{
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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}
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break;
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default:
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#if 0
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ui.NavigateToScene(0,eUIScene_EULA);
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#else
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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#endif
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break;
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}
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#elif defined _XBOX_ONE
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ui.NavigateToScene(0,eUIScene_MainMenu);
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#else
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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#endif
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}
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break;
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}
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}
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#ifdef __PSVITA__
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void UIScene_Intro::handleTouchInput(unsigned int iPad, S32 x, S32 y, int iId, bool bPressed, bool bRepeat, bool bReleased)
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{
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if(bReleased)
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{
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bool handled = false;
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handleInput(iPad, ACTION_MENU_OK, false, true, false, handled);
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}
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}
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#endif
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void UIScene_Intro::handleAnimationEnd()
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{
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if(!m_bIgnoreNavigate)
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{
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m_bIgnoreNavigate = true;
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//ui.NavigateToHomeMenu();
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
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// has the user seen the EULA already ? We need their options file loaded for this
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C4JStorage::eOptionsCallback eStatus=app.GetOptionsCallbackStatus(0);
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switch(eStatus)
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{
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case C4JStorage::eOptions_Callback_Read:
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case C4JStorage::eOptions_Callback_Read_FileNotFound:
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// we've either read it, or it wasn't found
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#if 0
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if(app.GetGameSettings(0,eGameSetting_PS3_EULA_Read)==0)
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{
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ui.NavigateToScene(0,eUIScene_EULA);
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}
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else
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#endif
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{
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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}
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break;
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default:
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#if 0
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ui.NavigateToScene(0,eUIScene_EULA);
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#else
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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#endif
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break;
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}
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#elif defined _XBOX_ONE
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// Don't navigate to the main menu if we don't have focus, as we could have the quadrant sign-in or a join game timer screen running, and then when Those finish they'll
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// give the main menu focus which clears the signed in players and therefore breaks transitioning into the game
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if( hasFocus( m_iPad ) )
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{
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ui.NavigateToScene(0,eUIScene_MainMenu);
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}
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else
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{
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m_bAnimationEnded = true;
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}
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#else
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ui.NavigateToScene(0,eUIScene_SaveMessage);
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#endif
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}
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}
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void UIScene_Intro::handleGainFocus(bool navBack)
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{
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// Only relevant on xbox one - if we didn't navigate to the main menu at animation end due to the timer or quadrant sign-in being up, then we'll need to
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// do it now in case the user has cancelled or joining a game failed
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if( m_bAnimationEnded )
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{
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ui.NavigateToScene(0,eUIScene_MainMenu);
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}
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}
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